After Earth

New Equipment

Adventuring Gear

The following adventuring gear items are available to player characters in addition to those presented in the Player’s Handbook. They can also be found during adventures as incidental treasure items. Most of the items presented below were converted for use in this 5th edition campaign from previous edition books.

Alchemist’s Acidic Fire. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the alchemist’s acidic fire as an improvised weapon. On a hit, the target takes 1d4 acid damage and 1d4 fire damage on the start of each of it’s turns. A creature can end this damage by spending an action to extinguish the burning acid with a DC 10 Dexterity check.

Alchemist’s Frost. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the alchemist’s frost as an improvised weapon. On a hit, the target takes 1d8 cold damage and its speed is halved until the start of your next turn. In addition, the creature’s AC drops by 2 and it can only take a bonus action or action on its turn, not both as a result of the creature’s body being covered by rime ice. These additional effects wear off at the start of your next turn.

Alchemist’s Slumber. The liquid in this vial reacts quickly when exposed to oxygen, causing the liquid to rapidly evaporate forming a small cloud of gas. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or the throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature, treating the alchemist’s slumber as an improvised weapon. On a hit, a living creature of Large or smaller size must make a DC 15 Constitution saving throw. On a failed saving throw the creature falls asleep and is Unconscious for 1d6 minutes. This gas has no effect on creatures that are immune to the Unconscious condition or magical sleep effects. Only living creatures can be affected by this gas.

Alchemist’s Spark. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the alchemist’s spark as an improvised weapon. On a hit, the target takes 1d8 lightning damage and the creature is stunned until the start of your next turn.

Bandolier. This leather belt comes with loops or pouches to hold small weapons or items, up to a dagger in size. The bandolier is worn across the chest and can hold up to eight such items. Items stowed in the bandolier can be retrieved with a free hand as a bonus action.

Bandolier, Masterwork. This exceptional bandolier comes with loops or pouches enabling it to hold up to twelve items.

Blinding Bomb. As an action, you can throw this ceramic sphere up to 20 feet with a ranged attack. Because it does not need to hit a creature, you can throw it at a specific location as an AC 5 attack roll. The sphere shatters on impact with a hard surface. Creatures within 10 feet of where the sphere shatters must make a DC 14 Wisdom saving throw. On a failed save, the creature is blinded by a bright flash of light for 2d4 rounds, creatures with sensitivity to daylight, such as drow, double this duration.

Clearwater Solution. This blue liquid purifies stagnant water, making the deadliest liquid drinkable. One vial of this solution can purify 10 full waterskins worth of water. 1 minute after using this solution, the water affected is purified of nonmagical poisons and diseases.

Clear Path Mist. As an action, you can splash the contents of this vial onto a creature within 5 feet of you, or throw the vial up to 20 feet, shattering it on impact. In either case make a ranged attack against a creature or object, treating the clear path mist as an improvised weapon. On a hit, the amber fluid explodes outward creating a mist that is toxic to plant life. Plant creatures take 2d6 poison damage and are poisoned. All difficult terrain within 15 feet of where the flask breaks open that is caused by plant undergrowth are cleared by the mist as the plants wither and die, drying out rapidly from the toxic mist. Plant creatures poisoned by the mist can make a Constitution saving throw at the start of their turn to end the poison condition.

Deluxe Backpack. This sturdy leather backpack serves the same purpose as a normal backpack, except that holds up to 2 cubic feet or 60 pounds of equipment in its main compartment. This backpack also has a smaller pouch sewn on that stores an additional 2/5 cubic foot or 12 pounds of equipment in it. Just like a normal backpack, you can strap items, such as a bedroll or coil of rope to the outside of the backpack.

Dragonfire Tar. As an action, this egg shaped container can be thrown at a target within 20 feet with a ranged attack. Upon impact, the container shatters open coating the creature struck with green tar that burns. On a hit or space covered in the tar a creature takes 1d8 fire damage and catches fire. At the start of the creature’s turns it takes an additional 1d8 fire damage from the tar. A target can extinguish it with a DC 18 Dexterity check. Slashing weapons can be used to scrape the tar off, reducing the DC permanently by an amount equal the weapons damage roll result. Once the DC reaches 0 or less the tar is removed and the creature no longer takes damage. In addition, the DC drops automatically by 1d4 each round as the tar cools naturally.

Ghostlight Candle. This white candle is etched with holy glyphs which ward against ethereal undead creatures. When lit, the candle sheds dim light in a 10-foot radius for 4 hours. During this time, any creature with the incorporeal movement trait that enters the radius of light becomes substantial, cannot escape to the ethereal plane, and loses its resistance to bludgeoning, piercing and slashing damage from nonmagical weapons (if another condition is listed, such as silvered weapons, that condition is still required to overcome the resistance, however).

Ghoststrike Oil. As an action, you can coat a weapon or 10 pieces of ammunition with this clear oil. For 1 minute after coating the weapon or ammunition in this oil, your attacks against creatures that have the incorporeal movement trait using this ammunition or weapon bypass damage resistance as if the weapon were magical. If the creature has immunity to the damage this weapon normally deals, it is treated as having resistance to damage from the weapon’s attacks instead.

Goodnight Tincture. This liquid can be applied to food or drink, a Dexterity (Sleight of Hand) check may be necessary to do so stealthily, as an action. A creature that eats or imbibes the food or beverage once it has been laced with this tincture must make a DC 14 Wisdom saving throw or fall asleep for 1 hour. Creatures immune to magical sleep effects are not affected by this tincture.

Herbal Poultice. This special mixture of healing herbal medicine enhances a creature’s natural healing capabilities. If used as part of a short or long rest, the poultice provides advantage on a single Hit Die roll to restore hit points during the rest period. In addition, if the hit dice rolls are both less than 3, treat the result of the roll as if it were 3 instead.

Inferno Oil. This volatile oil is highly combustible and comes in dark vials meant to keep out sunlight. This oil can be applied to a weapon or piece of ammunition as a bonus action. Any creature struck by the weapon or ammunition becomes vulnerable to fire for 1 minute after being struck, after which the oil evaporates from the target if it hasn’t been ignited.

Instant Campire. This leather bag is filled with tinder, logs, and fuel. The drawstring that holds the sack shut is studded with tiny flakes of flint and steel. The leather sack itself is alchemically treated so that it catches fire easily, so that when the drawstring is pulled the entire bag ignites, creating a good sized campfire within 1 round.
Instant campires ignite even in moderate rain but burn out quickly in such conditions unless shelter is provided. Enterprising creatures have been known to rig instant campfires as booby traps. A creature that starts, ends, or passes through an instant campfire on its turn must pass a DC 12 Dexterity saving throw or take 7 (2d6) fire damage and catch fire. A creature that passes a Dexterity check at the same DC can extinguish the flames. A creature continues taking the same fire damage at the start of its turns until the flames are extinguished if ignited.
An instant campfire burns for 1 hour after ignition, but can be fed with dry wood just like any other fire to keep it burning.

Keen Oil. This thin oil can be applied to a bladed melee weapon or ammunition that deals piercing or slashing damage as a bonus action. Until the start of your next turn, attacks made with the weapon or treated ammunition score a critical hit on a roll of 19-20 instead of just 20. The effects of this oil do not stack with abilities or features that increase a weapon’s critical threat range, such as the fighter champion’s improved critical and superior critical class features.

Lockburst Chalk. This narrow chalk rod is made of special alchemical reagents that expand when inserted into the end of a lock and the chalk is snapped off. Make a Dexterity check adding double your proficiency bonus against the lock’s DC to open it. If the check is successful, the lock bursts open and is destroyed. If the check fails, no damage is done to the lock. One stick of lockburst chalk can be used on up to three locks.

Potion Belt. This sturdy leather belt, which is similar to a bandolier, has pockets shaped to hold potion vials and is often fitted with flaps or ties to keep the potions from fallout out. The potion belt holds up to six potions. A character may retrieve a potion from the potion belt as a bonus action, but must have a free hand to do so.

Potion Belt, Masterwork. This extremely well made potion belt works like a normal potion belt, except that it holds up to ten potions.

Salve of Slipperiness. This greenish-black oil allows a creature to escape from grapples and restraints easier. A character coated in this oil gains advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks made to escape from a grapple or restraints.

Scentbreaker. This bag contains either a collection of aromatic herbs or a strongly scented alchemical admixture. The bag can be thrown up to 20 feet as an action with a ranged attack or its contents spread over an area. Once opened, the scentbreaker mixture remains potent for one hour. If thrown at a creature that has Keen Smell, or a creature with the Keen Smell trait enters and area where the scentbreaker has been spread, the creature must make a DC 17 Constitution saving throw or loose the Keen Smell ability for one hour from the overpowering odors of the scentbreaker. In addition, the creature suffers disadvantage on rolls to track during this time.

Scroll Organizer. This long leather satchel has an overlapping series of fifteen pockets on the inside to keep scrolls organized by title. Each pocket is just large enough to hold a single spell scroll and because the titles are easily visible the user can flip through the contents quickly. A scroll can be swiftly pulled out of the scroll organizer as a bonus action.

Sunrod. This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius with bright light and casts dim light 60 feet past this range. It glows for 6 hours after which the gold tip is burned out and worthless.

Tanglefoot Bag. This round leather bag is full of alchemical goo. As an action, you can throw a tanglefoot bag at a creature as a ranged attack. On a hit, the target is covered in goo as the bag bursts, mixing with air and causing the goo to harden. A creature struck by a tanglefoot bag is Restrained. At the start of a creature’s turn, it may attempt a DC 17 Strength check to break out of the goo. The goo is immune to bludgeoning and piercing damage from nonmagical weapons, but takes damage from slashing weapons normally. If damaged in this way, the DC for the check to break free is permanently lowered by an amount equal to the damage dealt. In addition, each round after the first that a creature is held fast by the hardened goo the DC is permanently reduced by 1d4 points. Should the DC drop to zero, the restrained creature is freed from the goo. Huge or larger creatures are unaffected by a tanglefoot bag.

Tension Wheel. This complex device sprouts cogs and levers when attached to a crossbow as an action. This device drastically increases the tension on a crossbow’s cord, increasing the weapons ranges by 20 feet and adding 1d6 points of damage to hits from the weapon. The tension wheel can be used ten times before it breaks from the stress of its use.

Tethercord. You can throw this device at a creature within 20 feet as an action by making a ranged attack. On a hit, the device explodes open attaching one end to the target and one to the ground where the target stands with sovereign glue. Once attached a creature cannot move more than 10 feet in any direction away from the space it is tethered too. This device can be removed with universal solvent or by other means (if it is attached to armor the target can remove the armor, or it can attack the cord itself, AC 17, 20 hit points to try and break the cord). A creature can also try to use a Strength (Athletics) check to rip the cord off, the DC of which is equal to the cord’s current hit points.

Thunderstone. As an action, you can throw this stone at any space within 20 feet with a ranged attack. When it strikes a hard surface (or is struck hard), the stone emits a deafening thunderclap that affects all creatures within a 10 foot radius. Creatures within the radius take 1d4 thunder damage and must make a DC 14 Constitution save or be deafened for 1 hour. Targeting a specific spot instead of a creature is treated as a normal ranged attack against an AC of 5.

Tracking Dust. This fine dust can be applied to areas where you are searching for tracks or a trail to follow or as a trap to detect passing creatures. One back of this dust grants a character advantage on Wisdom (Survival) checks made to track a creature for a single day of tracking.

Whetstone, Alchemical. As a bonus action, you can sharpen either a piece of ammunition or a melee weapon that deals piercing or slashing damage with one of these stones. When sharpened with one of these stones, the weapon gains the property the stone confers, as detailed in each stone’s description that follows. Alchemical whetstones can be used a total of ten times before they are destroyed. A weapon sharpened with a whetstone adds the bonus damage or property conferred by the stone to the next attack that hits a target. Sharpened ammunition is destroyed once fired, whether it hits a target or not.Augmenting whetstone. This whetstone grants the weapon or ammunition a +1 magical enhancement bonus (as if it were a +1 magical weapon). These stones are often employed to assist in overcoming damage resistance or immunity to nonmagical weapons.Blessed whetstone. This whetstone grants a weapon sharpened with it a +1d6 radiant damage bonus.Caustic whetstone. This whetstone grants a weapon sharpened with it a +1d6 acid damage bonus.Combustible whetstone. This whetstone grants a weapon sharpened with it a +1d6 fire damage bonus.Defiling whetstone. This whetstone grants a weapon sharpened with it a +1d6 necrotic damage bonus.Echoing whetstone. This whetstone grants a weapon sharpened with it a +1d6 thunder damage bonus.Freezing whetstone. This whetstone grants a weapon sharpened with it a +1d6 cold damage bonus.Sparking whetstone. This whetstone grants a weapon sharpened with it a +1d6 lightning damage bonus.

Woundpatch. This patch looks like human skin, with one sticky adhesive side to it. When applied to a wounded creature, the woundpatch closes off wounds and stops blood loss. When the creature next spends a Hit Die, the woundpatch restores an additional 1d10 hit points to the character, at which point the patch falls off. Regardless of the number of woundpatches applied to a character, the bonus healing from spending a hit die is always just 1d10.